This question is primarily for the Sarlona community, Please identify your server if you are not from Sarlona.
What is your perspective on the significance or insignificance of having healing amplification on a character?
This question is primarily for the Sarlona community, Please identify your server if you are not from Sarlona.
What is your perspective on the significance or insignificance of having healing amplification on a character?
Last edited by Dracey; 06-11-2011 at 07:36 PM.
It's a great enhancement to have if you can fit it into your build and most melee, if not everyone, can fit at least 20% into their builds.
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Beware My Gifts!!!
Well, I've been WF on most of my characters and it is very important for them IMO. At least enough to bring them back to the point of other races.
For other races. With heal and mass heal you'll always get healed enough anyway. On my monk I considered healing amp something that was for when I soloed and used pots (always nice to cure serious for 60+ a pop) and for light strikes and stuff. But else than that, there's really no point getting healed for 1000 or something.
I think most wfd should get to 95% at least. More can become difficult to fit in depending on gear/enhancement choices.
For others I think it depends. I have several builds that make use of it on items, particularly for a hotswap for silver flame pots. I have a cleric who has pretty decent healing amp for his own aura. My human fighter used to have it, but I cant fit it in anymore.
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Its value really depends on how you play. Solo, it is very nice. With well stocked guild runs, probably overkill unless EVERYONE is also speced for it since Mass Healing will be targeted to support the weakest links in those groups. If you run with pugs a lot and cannot count on the power or efficiency of their attempts at healing, having Amp makes sure you get the best bang for the buck from what ever comes your way.
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WF: As others have mentioned, try to gear yourself back to even if at all possible.
Fleshy: For me it's an all or nothing thing. I either aim for >100% amp (ie x2 heals) or don't bother. Getting an extra 20hp's out of a heal scroll isn't that big of a deal. Getting about 250-300 from a heal scroll is. Healing over 500 from a heal scroll? That's when it starts to get fun.![]()
I am from Thelanis server, but on a WF melee it is manditory. You need to try to at least achieve 100% so your at least on par with an un-amped fleshie. Also on a fleshie melee you should have at least some healing amp (on DT, leviks, epic gloves of claw, etc.).
I do think that on non-melee toons its ok to not have amp, but in most cases those toons are self healing or have lower max hitpoints.
Thelanis - Green Mtn Boys - Level 200
Eternal Wrath - Kages - Prototypes - Rest ful - Musei - Dizafrabdont - Enkou - Kagehissori - many more"To be human is to have the freedom to control one's own fate." ~Karl Marx~
its awesome feeling when you go play epics and you heal a wf char for 120hp
it is also awesome when horo tanks have none healing amp
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I like people having hjelz amp(and consider it mandatory) for raid tank roles or if your race naturally kills it
i could talk about heal amp and how great it is, but i'm lazy, so i'll wait for atma do it so i can quote and say ^this![]()
Jesus saves. Everyone else rounds to nearest 5%.
Sarlona: Nafaka[Rogue] Nandu[Monk] Neotheny[Wizard]
Bullet Fist Tony My rogue's build
Hohoho. You don't fool me. This thread is just to out all those melees w/o healing amp so you can blacklist em and avoid them on your clerics and FVS, amirite?
I don't have healing amp, but would love to start getting geared up. I intended to stuff my DT armor full of healing amp but was told that would be a waste.![]()
(That Guy! build) http://forums.ddo.com/showthread.php?p=3957241#p3957241
But really. Heal amp for Atma (and the current Malicai, the failed, horrible, ugh i hate playing monks now but i digress) is great. Its wonderful to walk into MOST(not all, I get buttraped pretty fast if there's 'additional' damage i can't avoid, spells, etc) elites/epics and out heal the incoming damage JUST from my own melee attacks.
No its not ALL there is to the build but its a GREAT deal why the build 'works' in almost any situation.
Its also great when someone slinging a CSW wand can keep me up forever, or when I can duck around a corner and drink a pot to recover 120hp, or (LOL) when a silver flame pot 'over' heals me for 920+ hp :P
It (along with ninjafade) has really changed the game for me, and since i find it hard to play any other build(Part of the reason why mali's been sitting on the backburner for so long)
(That Guy! build) http://forums.ddo.com/showthread.php?p=3957241#p3957241
Shhhhhhhh!!!!!!!! That's supposed to be a secret, yo!
But on a more serious note, you can own multiple pairs of DT if you're willing to put in the work. I totally disagree about it being a "waste" since it can be a situational armor to wear when your default DT is less useful. But that's if you're willing to make more than 1 DT.
And just to clarify, that was my opinions about DT, not my opinions about healing amp. For the purposes of surveying, I'm avoiding answering my original post for now.
Khyber
My TR project primarily runs as a warforged.
Typical Setup
base + tier 2 = .7 x 1.1 (dt armor) x 1.2 (DT armor) x 1.05 (pally past life) x 1.3 (weapon or claw gloves) = 126%
Setup when I'm tanking Horoth
base + tier 2 = .7 + .1 (finger necklace) x 1.05 (paly pl) x 1.2 (dt armor) x 1.3 (gloves/weapon) = 131%
My Hunter of the Dead build
base + tier 1 = .65 x 1.1(dt armor) x 1.2(dt armor) x 1.3 (weapon/glove) x 1.3 (hunter bonus) = 145%
My goal is 150% when he's finished as a fighter or barb.
base + tier2 = .7 x 1.1(dt armor) x 1.2(dt armor) x 1.3 (weapon/glove) x 1.15 (pally PL x3) = 138% (close but it's the best I can see for a pure fighter/barb wf)
PhilosophyCode:I don't include ship buffs b/c well, they aren't sustainable or replaceable when you die
If you're going to be in the mix and you're warforged you should attempt to get at close to 100% at the very least.
900 HP warforged:
**for my original example I used 500 hp heals, it's been a while since I played a healer. I thought they get them around 500. guess not hehe.
300HP heal x .5 = 150 (6 heals if you are low)
300HP heal x .78 = 234 (4 heals when you are low)
300HP heal x .9 = 270 (3.5 heals if you are low)
300 HP heal x 1.26 (my normal setup) = 378 (3.5 heals)
300 HP heal x 1.5 (my goal) = 450 (2 heals)
ie:
base + tier 1 = 65% x 1.2 (leviks) = 78% (it's still lacking a bit when you have 900hp)
I love drink cure pots instead of repair pots and people tell me I'm doing it wrong.. I tell them nope, I get a stronger benefit from em than I do from repair pots![]()
Thelanis.
You need to balance Max HP with Healing Amp. You waste everyone's Healing Amp and HP investment if your HP is too low, unless the healer just lets you die. Then you waste a party slot as a soul stone.
Most clerics can slot 50% potency and 50% enhancement.
That's:
150 pt heal
x2 (potency + enhancement)
=300 pt heal
An easy target for any build to hit, but some still don't. Throw in 20% amp, and that's 360 HP. If that's more than half the weakest party members total HP, chances are there's going to be some overhealing going on. If there's a 300 hp rogue in the raid that the divine insists on keeping alive, then your healing amp and HP mean absolutely nothing. Of course, if you want to hate tank horoth or something, then it's entirely different: get that heal amp up.
Non-raid, well... if you like to zerg off on your own, and you've got plenty of HP, and you come limping back to the group with a 1/4th of it left... you COULD grab some healing amp to support your playstyle a little better. Or you could just stop running off ahead and forcing the healer to waste sp hitting you with single target heals all day.
In summary, for group heals, it really depends on the weakest link (lowest HP/heal amp). For non-group heals, unless you're hate tanking, you shouldn't need much.
On my Cleric, I value personal healing amp greatly for times when I solo. Being able to get by with just my aura in hard/elite Amrath is a huge help. I wear Levik's Bracers (20%) and have two tier's of human recovery.
When in melee as opposed to casting mode, I like the amp with an Epic Souleater for some additional recovery.
When I raid heal, specifically regarding tanking situations like the ToD Horoth tank, or sometimes the Sully tank in VoD/ToD, I much prefer the tank having high amp. That lets me effectively use Heal scrolls and stretch out my SP further.
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useless. get rid of it. just a waste of gear slot. the cleric should use max-empowered hjeals anyway and amp is an overkill. spend the points to improve dps... atleast thats what the WF barbarian told me![]()
as a fleshie i run at 120%amp. an extra 10 more if i feel like getting on the ship.